Would Text-based quests be a good addition to the game?

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Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Would Text-based quests be a good addition to the game?

#16 Post by Hunter »

I'm not sure if such is already in the works -- if not, I think it'd be a spectacular idea -- but why not lay the groundwork for this idea by expanding the number of permanent (i.e. non-random) denizens in each town, each with their own dialogue or personality. Even if it's just some meaningless "Hey there, welcome to XXX" or "How's it going?" or "Wow, you look like you've been adventuring hard!" type dialogue when you bump into them, it could add as much flavor to the game as any new features or quests or monsters. From there, it would seem a small step to developing minor quests and sidetracks, either in the main game or with player-created add-ons.

Edit: Now that I think about it, I'm actually kinda remembering the old Ultima games, where virtually every single NPC would say something. Nine times out of ten, it was meaningless, just flavor, but sometimes it was a hint on how to do something or even a start to an adventure, and you never knew for sure until you finished the game. The similarities between ToME and old-style Ultima are actually pretty neat, though ToME is obviously much more sophisticated.

Alphabet
Yeek
Posts: 10
Joined: Wed Dec 19, 2012 4:02 am

Re: Would Text-based quests be a good addition to the game?

#17 Post by Alphabet »

well, coding this should be easy enough to do, but I don't have any experience with the ToME code. I offer no guarantees on when I'll be able to get it done.

Someone point me out to the function/file in ToME that shows:
1. the pop up text box
2. the pop up text box where you can make a choice
3. how events can be triggered (e.g. when you step on the sign in zigur)
4. how to check the player's current stat (e.g. such as strength requirements from armor)

Most of the foundation is already done in ToME. It's just a matter of writing another function/class to put it all together.

Edit: also, for the text-quests, the randomness is only for the first choice because you don't know what's going on. Afterwards, you have to make educated choices based on the current situation.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Would Text-based quests be a good addition to the game?

#18 Post by Mewtarthio »

tome/data/chats is where you want to go. It's got all the dialog trees, so just look through those to start with. The tarelion.lua file has a really simple example of checking a stat and quest completion.

Ragnarok
Higher
Posts: 61
Joined: Thu Jul 07, 2011 12:00 am

Re: Would Text-based quests be a good addition to the game?

#19 Post by Ragnarok »

Text based game if done right can add much more side-quests and interesting random things to this game (will give a game a sense of randomization per playthrough)

Something like to King of Dragon Pass that are semirandomize and no apparent real awards is good.

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